qzdoom-gpl/src/g_hexen/a_fighterhammer.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

286 lines
8.6 KiB
C++

#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2;
static FRandom pr_atk ("FHammerAtk");
extern void AdjustPlayerAngle (AActor *pmo);
void A_FHammerAttack (AActor *actor);
void A_FHammerThrow (AActor *actor);
void A_HammerSound (AActor *);
void A_BeAdditive (AActor *);
// The Fighter's Hammer -----------------------------------------------------
class AFWeapHammer : public AFighterWeapon
{
DECLARE_ACTOR (AFWeapHammer, AFighterWeapon)
};
FState AFWeapHammer::States[] =
{
#define S_HAMM 0
S_NORMAL (WFHM, 'A', -1, NULL , NULL),
#define S_FHAMMERREADY (S_HAMM+1)
S_NORMAL (FHMR, 'A', 1, A_WeaponReady , &States[S_FHAMMERREADY]),
#define S_FHAMMERDOWN (S_FHAMMERREADY+1)
S_NORMAL (FHMR, 'A', 1, A_Lower , &States[S_FHAMMERDOWN]),
#define S_FHAMMERUP (S_FHAMMERDOWN+1)
S_NORMAL (FHMR, 'A', 1, A_Raise , &States[S_FHAMMERUP]),
#define S_FHAMMERATK (S_FHAMMERUP+1)
S_NORMAL2 (FHMR, 'B', 6, NULL , &States[S_FHAMMERATK+1], 5, 0),
S_NORMAL2 (FHMR, 'C', 3, A_FHammerAttack , &States[S_FHAMMERATK+2], 5, 0),
S_NORMAL2 (FHMR, 'D', 3, NULL , &States[S_FHAMMERATK+3], 5, 0),
S_NORMAL2 (FHMR, 'E', 2, NULL , &States[S_FHAMMERATK+4], 5, 0),
S_NORMAL2 (FHMR, 'E', 10, A_FHammerThrow , &States[S_FHAMMERATK+5], 5, 150),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+6], 0, 60),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+7], 0, 55),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+8], 0, 50),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+9], 0, 45),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+10], 0, 40),
S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+11], 0, 35),
S_NORMAL (FHMR, 'A', 1, NULL , &States[S_FHAMMERREADY]),
};
IMPLEMENT_ACTOR (AFWeapHammer, Hexen, 123, 28)
PROP_Flags (MF_SPECIAL)
PROP_Flags5 (MF5_BLOODSPLATTER)
PROP_SpawnState (S_HAMM)
PROP_Weapon_SelectionOrder (900)
PROP_Weapon_Flags (WIF_AMMO_OPTIONAL|WIF_BOT_MELEE)
PROP_Weapon_AmmoUse1 (3)
PROP_Weapon_AmmoGive1 (25)
PROP_Weapon_UpState (S_FHAMMERUP)
PROP_Weapon_DownState (S_FHAMMERDOWN)
PROP_Weapon_ReadyState (S_FHAMMERREADY)
PROP_Weapon_AtkState (S_FHAMMERATK)
PROP_Weapon_HoldAtkState (S_FHAMMERATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-10)
PROP_Weapon_MoveCombatDist (22000000)
PROP_Weapon_AmmoType1 ("Mana2")
PROP_Weapon_ProjectileType ("HammerMissile")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F3")
END_DEFAULTS
// Hammer Missile -----------------------------------------------------------
class AHammerMissile : public AActor
{
DECLARE_ACTOR (AHammerMissile, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
};
FState AHammerMissile::States[] =
{
#define S_HAMMER_MISSILE_1 0
S_BRIGHT (FHFX, 'A', 2, NULL , &States[S_HAMMER_MISSILE_1+1]),
S_BRIGHT (FHFX, 'B', 2, A_HammerSound , &States[S_HAMMER_MISSILE_1+2]),
S_BRIGHT (FHFX, 'C', 2, NULL , &States[S_HAMMER_MISSILE_1+3]),
S_BRIGHT (FHFX, 'D', 2, NULL , &States[S_HAMMER_MISSILE_1+4]),
S_BRIGHT (FHFX, 'E', 2, NULL , &States[S_HAMMER_MISSILE_1+5]),
S_BRIGHT (FHFX, 'F', 2, NULL , &States[S_HAMMER_MISSILE_1+6]),
S_BRIGHT (FHFX, 'G', 2, NULL , &States[S_HAMMER_MISSILE_1+7]),
S_BRIGHT (FHFX, 'H', 2, NULL , &States[S_HAMMER_MISSILE_1]),
#define S_HAMMER_MISSILE_X1 (S_HAMMER_MISSILE_1+8)
S_BRIGHT (FHFX, 'I', 3, A_BeAdditive , &States[S_HAMMER_MISSILE_X1+1]),
S_BRIGHT (FHFX, 'J', 3, NULL , &States[S_HAMMER_MISSILE_X1+2]),
S_BRIGHT (FHFX, 'K', 3, A_Explode , &States[S_HAMMER_MISSILE_X1+3]),
S_BRIGHT (FHFX, 'L', 3, NULL , &States[S_HAMMER_MISSILE_X1+4]),
S_BRIGHT (FHFX, 'M', 3, NULL , &States[S_HAMMER_MISSILE_X1+5]),
S_NORMAL (FHFX, 'N', 3, NULL , &States[S_HAMMER_MISSILE_X1+6]),
S_BRIGHT (FHFX, 'O', 3, NULL , &States[S_HAMMER_MISSILE_X1+7]),
S_BRIGHT (FHFX, 'P', 3, NULL , &States[S_HAMMER_MISSILE_X1+8]),
S_BRIGHT (FHFX, 'Q', 3, NULL , &States[S_HAMMER_MISSILE_X1+9]),
S_BRIGHT (FHFX, 'R', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AHammerMissile, Hexen, -1, 0)
PROP_SpeedFixed (25)
PROP_RadiusFixed (14)
PROP_HeightFixed (20)
PROP_Damage (10)
PROP_DamageType (MOD_FIRE)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_SpawnState (S_HAMMER_MISSILE_1)
PROP_DeathState (S_HAMMER_MISSILE_X1)
PROP_DeathSound ("FighterHammerExplode")
END_DEFAULTS
void AHammerMissile::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = 128;
hurtSource = false;
}
// Hammer Puff (also used by fist) ------------------------------------------
FState AHammerPuff::States[] =
{
S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
S_NORMAL (FHFX, 'W', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AHammerPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags3 (MF3_PUFFONACTORS)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
PROP_SeeSound ("FighterHammerHitThing")
PROP_AttackSound ("FighterHammerHitWall")
PROP_ActiveSound ("FighterHammerMiss")
END_DEFAULTS
void AHammerPuff::BeginPlay ()
{
Super::BeginPlay ();
momz = FRACUNIT*8/10;
}
//============================================================================
//
// A_FHammerAttack
//
//============================================================================
void A_FHammerAttack (AActor *actor)
{
angle_t angle;
int damage;
fixed_t power;
int slope;
int i;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AActor *pmo=player->mo;
damage = 60+(pr_atk()&63);
power = 10*FRACUNIT;
for (i = 0; i < 16; i++)
{
angle = pmo->angle + i*(ANG45/32);
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
if (linetarget)
{
P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle(pmo);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj (linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
goto hammerdone;
}
angle = pmo->angle-i*(ANG45/32);
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
if(linetarget)
{
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
AdjustPlayerAngle(pmo);
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
{
P_ThrustMobj(linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
goto hammerdone;
}
}
// didn't find any targets in meleerange, so set to throw out a hammer
PuffSpawned = NULL;
angle = pmo->angle;
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
if (PuffSpawned)
{
pmo->special1 = false;
}
else
{
pmo->special1 = true;
}
hammerdone:
// Don't spawn a hammer if the player doesn't have enough mana
if (player->ReadyWeapon == NULL ||
!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
{
pmo->special1 = false;
}
return;
}
//============================================================================
//
// A_FHammerThrow
//
//============================================================================
void A_FHammerThrow (AActor *actor)
{
AActor *mo;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
if (!player->mo->special1)
{
return;
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, false))
return;
}
mo = P_SpawnPlayerMissile (player->mo, RUNTIME_CLASS(AHammerMissile));
if (mo)
{
mo->special1 = 0;
}
}
//============================================================================
//
// A_HammerSound
//
//============================================================================
void A_HammerSound (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "FighterHammerContinuous", 1, ATTN_NORM);
}